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Fix another string building bug in actor_move().
[plomrogue] / roguelike-server
index 14b23ed5146a5aa90d16d226a69694349aca127b..fb04ecf25f3587463d8e2f3367c5376e18d346a2 100755 (executable)
@@ -330,7 +330,7 @@ def try_worldstate_update():
                 type_id = world_db["Things"][id]["T_TYPE"]
                 name = world_db["ThingTypes"][type_id]["TT_NAME"]
                 inventory = inventory + name + "\n"
                 type_id = world_db["Things"][id]["T_TYPE"]
                 name = world_db["ThingTypes"][type_id]["TT_NAME"]
                 inventory = inventory + name + "\n"
-        ## 7DRL additions:  GOD_MOOD, GOD_FAVOR
+        # # 7DRL additions:  GOD_MOOD, GOD_FAVOR
         string = str(world_db["TURN"]) + "\n" + \
                  str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
         string = str(world_db["TURN"]) + "\n" + \
                  str(world_db["GOD_MOOD"]) + "\n" + \
                  str(world_db["GOD_FAVOR"]) + "\n" + \
@@ -582,8 +582,11 @@ def decrement_lifepoints(t):
     If t is the player avatar, only blank its fovmap, so that the client may
     still display memory data. On non-player things, erase fovmap and memory.
     """
     If t is the player avatar, only blank its fovmap, so that the client may
     still display memory data. On non-player things, erase fovmap and memory.
     """
+    # # 7DRL: also decrements God's mood; deaths heavily so
     t["T_LIFEPOINTS"] -= 1
     t["T_LIFEPOINTS"] -= 1
+    world_db["GOD_MOOD"] -= 1  # #
     if 0 == t["T_LIFEPOINTS"]:
     if 0 == t["T_LIFEPOINTS"]:
+        world_db["GOD_MOOD"] -= 9  # #
         t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
         if world_db["Things"][0] == t:
             t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
         t["T_TYPE"] = world_db["ThingTypes"][t["T_TYPE"]]["TT_CORPSE_ID"]
         if world_db["Things"][0] == t:
             t["fovmap"] = bytearray(b' ' * (world_db["MAP_LENGTH"] ** 2))
@@ -626,14 +629,18 @@ def actor_move(t):
         if len(hitted):
             hit_id = hitted[0]
             if t == world_db["Things"][0]:
         if len(hitted):
             hit_id = hitted[0]
             if t == world_db["Things"][0]:
+                hitted_type = world_db["Things"][hit_id]["T_TYPE"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
                 hitted_name = world_db["ThingTypes"][hitted_type]["TT_NAME"]
-                strong_write(io_db["file_out"], "LOG You wound " + hitted +
-                                                ".\n")
+                strong_write(io_db["file_out"], "LOG You wound " + hitted_name
+                                                + ".\n")
+                # world_db["GOD_FAVOR"] -= 1  # #
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
             elif 0 == hit_id:
                 hitter_name = world_db["ThingTypes"][t["T_TYPE"]]["TT_NAME"]
-                strong_write(io_db["file_out"], "LOG " + hitter +
+                strong_write(io_db["file_out"], "LOG " + hitter_name +
                                                 " wounds you.\n")
                                                 " wounds you.\n")
-            decrement_lifepoints(world_db["Things"][hit_id])
+            test = decrement_lifepoints(world_db["Things"][hit_id])  # #
+            # if test and t == world_db["Things"][0]:  # #
+                # world_db["GOD_FAVOR"] -= 10  # #
             return
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
             return
     dir = [dir for dir in directions_db
            if directions_db[dir] == chr(t["T_ARGUMENT"])][0]
@@ -653,22 +660,27 @@ def actor_move(t):
 def actor_pick_up(t):
     """Make t pick up (topmost?) Thing from ground into inventory."""
     # Topmostness is actually not defined so far. Picks Thing with highest ID.
 def actor_pick_up(t):
     """Make t pick up (topmost?) Thing from ground into inventory."""
     # Topmostness is actually not defined so far. Picks Thing with highest ID.
-    ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
-           if not world_db["Things"][id]["carried"]
-           if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
-           if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
-    if len(ids):
-        highest_id = 0
-        for id in ids:
-            if id > highest_id:
-                highest_id = id
-        world_db["Things"][highest_id]["carried"] = True
-        t["T_CARRIES"].append(highest_id)
-        if t == world_db["Things"][0]:
-            strong_write(io_db["file_out"], "LOG You pick up an object.\n")
-    elif t == world_db["Things"][0]:
-        err = "You try to pick up an object, but there is none."
-        strong_write(io_db["file_out"], "LOG " + err + "\n")
+    used_slots = len(t["T_CARRIES"]) # #
+    if used_slots < world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]: # #
+        ids = [id for id in world_db["Things"] if world_db["Things"][id] != t
+               if not world_db["Things"][id]["carried"]
+               if world_db["Things"][id]["T_POSY"] == t["T_POSY"]
+               if world_db["Things"][id]["T_POSX"] == t["T_POSX"]]
+        if len(ids):
+            highest_id = 0
+            for id in ids:
+                if id > highest_id:
+                    highest_id = id
+            world_db["Things"][highest_id]["carried"] = True
+            t["T_CARRIES"].append(highest_id)
+            if t == world_db["Things"][0]:
+                strong_write(io_db["file_out"], "LOG You pick up an object.\n")
+        elif t == world_db["Things"][0]:
+            err = "You try to pick up an object, but there is none."
+            strong_write(io_db["file_out"], "LOG " + err + "\n")
+    elif t == world_db["Things"][0]: # #
+        strong_write(io_db["file_out"], "LOG Can't pick up object: " + # #
+                                        "No storage room to carry more.\n") # #
 
 
 def actor_drop(t):
 
 
 def actor_drop(t):
@@ -714,6 +726,7 @@ def thingproliferation(t):
     animate, any other animate Thing. If there are several map cell candidates,
     one is selected randomly.
     """
     animate, any other animate Thing. If there are several map cell candidates,
     one is selected randomly.
     """
+    # # 7DRL: success increments God's mood
     def test_cell(t, y, x):
         if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
             for id in [id for id in world_db["Things"]
     def test_cell(t, y, x):
         if "." == chr(world_db["MAP"][(y * world_db["MAP_LENGTH"]) + x]):
             for id in [id for id in world_db["Things"]
@@ -737,6 +750,7 @@ def thingproliferation(t):
             id = id_setter(-1, "Things")
             newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
             world_db["Things"][id] = newT
             id = id_setter(-1, "Things")
             newT = new_Thing(t["T_TYPE"], (candidates[i][0], candidates[i][1]))
             world_db["Things"][id] = newT
+            world_db["GOD_MOOD"] += 1  # #
 
 
 def try_healing(t):
 
 
 def try_healing(t):
@@ -744,6 +758,7 @@ def try_healing(t):
 
     On success, decrease satiation score by 32.
     """
 
     On success, decrease satiation score by 32.
     """
+    # # 7DRL: Successful heals increment God's mood.
     if t["T_SATIATION"] > 0 \
        and t["T_LIFEPOINTS"] < \
            world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
     if t["T_SATIATION"] > 0 \
        and t["T_LIFEPOINTS"] < \
            world_db["ThingTypes"][t["T_TYPE"]]["TT_LIFEPOINTS"] \
@@ -752,6 +767,7 @@ def try_healing(t):
                               if world_db["ThingActions"][id]["TA_NAME"] ==
                                  "wait"][0]:
         t["T_LIFEPOINTS"] += 1
                               if world_db["ThingActions"][id]["TA_NAME"] ==
                                  "wait"][0]:
         t["T_LIFEPOINTS"] += 1
+        world_db["GOD_MOOD"] += 1  # #
         t["T_SATIATION"] -= 32
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You heal.\n")
         t["T_SATIATION"] -= 32
         if t == world_db["Things"][0]:
             strong_write(io_db["file_out"], "LOG You heal.\n")
@@ -1004,6 +1020,7 @@ def ai(t):
     none, they will explore parts of the map unseen since ever or for at least
     one turn; if there is nothing to explore, they will simply wait.
     """
     none, they will explore parts of the map unseen since ever or for at least
     one turn; if there is nothing to explore, they will simply wait.
     """
+    # # 7DRL add: Don't pick up or search things when inventory is full.
     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
     if not get_dir_to_target(t, "f"):
     t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                       if world_db["ThingActions"][id]["TA_NAME"] == "wait"][0]
     if not get_dir_to_target(t, "f"):
@@ -1013,11 +1030,16 @@ def ai(t):
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "use"][0]
             t["T_ARGUMENT"] = sel
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "use"][0]
             t["T_ARGUMENT"] = sel
-        elif standing_on_consumable(t):
+        elif standing_on_consumable(t) \
+             and (len(t["T_CARRIES"]) < # #
+                 world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"]): # #
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "pick_up"][0]
             t["T_COMMAND"] = [id for id in world_db["ThingActions"]
                               if world_db["ThingActions"][id]["TA_NAME"]
                                  == "pick_up"][0]
-        elif (not get_dir_to_target(t, "c")) and \
+        elif (not
+              (len(t["T_CARRIES"]) < # #
+                world_db["ThingTypes"][t["T_TYPE"]]["TT_STORAGE"] # #
+               and get_dir_to_target(t, "c"))) and \
              (not get_dir_to_target(t, "a")):
             get_dir_to_target(t, "s")
 
              (not get_dir_to_target(t, "a")):
             get_dir_to_target(t, "s")
 
@@ -1464,6 +1486,7 @@ def command_ttid(id_string):
             "TT_LIFEPOINTS": 0,
             "TT_PROLIFERATE": 0,
             "TT_START_NUMBER": 0,
             "TT_LIFEPOINTS": 0,
             "TT_PROLIFERATE": 0,
             "TT_START_NUMBER": 0,
+            "TT_STORAGE": 0, # #
             "TT_SYMBOL": "?",
             "TT_CORPSE_ID": id
         }
             "TT_SYMBOL": "?",
             "TT_CORPSE_ID": id
         }
@@ -1577,6 +1600,7 @@ commands_db = {
     "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
                                         0, 255)),
     "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
     "TT_PROLIFERATE": (1, False, setter("ThingType", "TT_PROLIFERATE",
                                         0, 255)),
     "TT_LIFEPOINTS": (1, False, setter("ThingType", "TT_LIFEPOINTS", 0, 255)),
+    "TT_STORAGE": (1, False, setter("ThingType", "TT_STORAGE", 0, 255)), # #
     "T_ID": (1, False, command_tid),
     "T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)),
     "T_PROGRESS": (1, False, setter("Thing", "T_PROGRESS", 0, 255)),
     "T_ID": (1, False, command_tid),
     "T_ARGUMENT": (1, False, setter("Thing", "T_ARGUMENT", 0, 255)),
     "T_PROGRESS": (1, False, setter("Thing", "T_PROGRESS", 0, 255)),